What problem does it solve?
Helps developers choose and justify the appropriate scheduling and cleanup model for runtime work in Unity, reducing bugs from improper lifecycle handling, leaking subscriptions, or inappropriate use of Update/coroutines/third-party async libraries.
Core Features & Use Cases
- Decision ladder to determine whether work should be event-driven, coroutine-based, per-frame Update, timer-based, or implemented with a task library like UniTask.
- Lifecycle and cancellation guidance including ownership, subscribe/unsubscribe symmetry (OnEnable/OnDisable/OnDestroy), IDisposable use cases, and hot-path caching recommendations.
- Use cases: short Unity-bound sequences (coroutines), continuous simulation or input polling (Update), scheduled delayed work (timers), and projects that may accept UniTask as a dependency.
Quick Start
Recommend whether to use Update, coroutine, UniTask, or a timer for a task that runs every frame and explain who should own cancellation and cleanup.